﻿using System;
using System.Collections.Generic;
using System.Text;

namespace FiniteStateMachine
{
    /// <summary>
    /// for each state, there is an entry handler and exit handler
    /// </summary>
    public enum EStateHandlerType
    {
        /// <summary>
        /// 
        /// </summary>
        Entry,
        /// <summary>
        /// 
        /// </summary>
        Exit
    }
}
